Showing posts with label My toons -- let me show you them. Show all posts
Showing posts with label My toons -- let me show you them. Show all posts

Wednesday, March 16, 2022

My Toons, Let Me Show You Them: Bad Touché

What do you get when you cross Pepe Le Pew, Batroc the Leaper and Cyrano de Bergerac?

 Zut alors! 'oo is zis 'andsome fellow?

Hon hon hon! Eet ees I, ze Bad Touché -- mercenarie extraordinaire, pireet of ze 'eart, and mastaire of ze witty rapière!

I make ze pun, no? Ze rapière wit? Ma swoord, eet ees la rapière?

...

Ma 'umair, eet ees wasted upon you Americains.

Yes, I just now realized that "sacrebleu" is misspelled. 

Bad Touché is one of my exceptionally rare boy toons, and you can see why: the concept of "Comedically Sleazy" just wouldn't work with a girl, who would instead just appear slutty and not very comedic. 

As an aside, his name in the game is Bad Touche' because I figured people wouldn't want to hunt for the é character to message him and/or invite him to teams. 


Luc-Maël Thierry Balzac's life was changed the moment he watched the fencing scene in The Princess Bride. He swore that he, too, would one day become a fencing wizard to equal -- nay, surpass -- Inigo Montoya and Westley the Dread Pirate Roberts, and after many years of wheedling his parents finally acquiesced and bought him lessons. 

You've seen the meme "While You Were Partying, I Studied the Blade"? That was Luc-Maël. He studied fencing at the expense of everything else, including social skills. Especially social skills. 

In short order, Luc-Maël earned a spot on the French Olympic Fencing Team at age 18, the youngest fencer to ever compete at that level. This is where he learned some interesting facts about himself:

  • He was a sore loser, prone to sulking and scheming revenge. 
  • He was an even worse winner, going out of his way to humiliate his opponents. 
  • Playing by the rules doesn't guarantee anyone except the rule-makers a victory, but playing outside the rules earned him a victory in every way that mattered. 
  • Cheating is only cheating if you get caught. If you're good enough, you can cheat and not get caught... and if you're good enough not to get caught, you deserve to win. 
  • As much as he liked girls, they didn't like his boorish behavior and lack of social awareness. 
If you are thinking "This guy sounds like he's heading towards being a serial rapist," well, you're not wrong. He was headed that way, but someone influential got to him first and set him on a slightly different path. 

That someone was an Fortunata Fateweaver accompanying the Arachnos Olympic Team. (Well, technically, the Rogue Islands Olympic Team, but the Rogue Isles are run by Arachnos, so it's the same thing.) She saw the potential within Luc-Maël, both as a budding villain and even perhaps as the Destined One. It took very little effort to convince him to abandon France and travel back to the Rogue Isles with her, as he thought he was going to live a life of lawless luxury, surrounded by a bevy of beautiful babes. 

What he got, however, was a crash-course in survival of the fittest, as the moment the Arachnos transport touched down Luc-Maël was kicked out into the unforgiving streets of Darwin's Landing. The Fateweaver told him that he now had ultimate freedom, but everyone else did too, and if he wanted to live he'd need to be better than everyone else. 

Much to Luc-Maël's surprise, he succeeded. At first he was a petty thug fighting for food and shelter, but he quickly built a reputation as a skilled swordsman. He adopted the name "Bad Touché" as a double entendre: "touché" means "touch" in French, and signifies landing a scoring strike on your opponent, but it also makes him sound like a pervert molester. You wouldn't think this would be a benefit, but there's a certain psychological advantage to having your opponent think you're going to do terrible things to them, especially if you're so skilled that you can cut away their clothes to impair and/or humiliate them. 

At this point in his career, Bad Touché has completely thrown himself into his caricature persona of "Very Frawnch Pervy Swordsman" and enjoys every glorious, hammy moment of it. He's successful enough and rich enough that he doesn't need to work, and so he takes whatever jobs challenge or amuse him. In short, he's not so much evil (although he's done bad things) as he is extremely self-centered, self-indulgent, and arrogant, making him less of a supervillain and more like the fencing version of a heel wrestler keeping kayfabe


Other notes of interest:
  • He used to fight with a rapier and main gauche, but quickly developed the skill to fight with paired rapiers to take advantage of the extra reach. 
  • The rapiers he has now are made of impervium and have monomolecular edges to them, making them incredibly sharp.
  • He stole a gravity-reducing belt early in his career, giving him the ability to make tremendous leaps and move with surprising grace. 
  • He has advanced, lightweight body armor build into his costume, which he thinks makes him look like a cross between a dashing pirate and a handsome musketeer. 
  • The beret? Well, he's French. 

Hon hon hon!

Friday, March 4, 2022

My Toons, Let Me Show You Them: Cherenkova

I'm going to level with you: Sometimes I feel like the universe is sending me messages, and when I don't get them first time it increases the frequency and amplitude of that message until I finally get it. 

For example, I took this screenshot on October 16th, 2021:

Cherenkova in front of the Terra Volta reactor after successfully defending it against attack. 

By itself, that means nothing other than Erin is a slack-ass who is four months late in writing about this, but that's because you don't yet know who this character is. I do, and this character is not just relevant to the Russian invasion of Ukraine, but also events that are happening there right now, what with battles being fought around Chernobyl and another nuclear power plant under attack. I don't know if this is coarse or tone-deaf or something; I hope it's not. I just feel like there are so many coincidences piling up that I my writer brain needs to do something about it or I'll go crazy. Regardless of how this turns out, I want everyone to know that my heart is with the Ukrainian people. Slava Ukraini, y'all. 


I originally created Cherenkova in 2005, giving her the following character biography (brief because the text space in game is limited):
Dr. Nataliya Cherenkova is a world-renowned nuclear physicist and the great-granddaughter of Pavel Cherenkov, the man who discovered Cherenkov radiation*. Her power to safely absorb radiation manifested while still in the womb, saving the life of her mother who was living in what is now known as the Chernobyl "Dead Zone".   
She has multiple doctorates in physics, electrical engineering, biology, and medicine, and has recently written a thesis regarding radiation and its effects upon parahumans. Her current mission is to prevent nuclear accidents and terrorism, and to this end has designed a suit which enables her to project and control the radiation her body absorbs and stores.
*Electromagnetic radiation emitted when a charged particle gives off energy as it moves through oxygen faster than the speed of light. Radiation occurs mainly in the visible and near UV (especially blue) region of the spectrum. That Cherenkova's powers manifest as green, not blue, indicates she is phase-shifting the radiation to reduce its lethality.
So, a few things:
  • Pavel Alekseyevich Cherenkov absolutely existed, and so does Cherenkov radiation, which is the glow you think of when you think "highly radioactive."
  • Cherenkov radiation is blue. Very, very blue. I don't know why people think it's green, but it's been that way in pop culture (mostly comic books) for longer than I've been alive. 

    https://tinyurl.com/2zck588d

  • Pavel Cherenkov had a son (Alexey) and a daughter (Yelena) with his wife Maria Putintseva. I don't know about any children they had, but this is for a superhero MMO based on comic book logic and I've already shown more due diligence than a lot of comic book writers in doing my research, so I think I've earned plausible deniability... especially in a game clearly set in an alternate universe. 
  • Cherenkov married his wife in 1930 at the age of 26. I don't know when his children were born, but let's spitball using minimums: assuming Alexey was born within 9 months of that marriage, he'd be 25 years old in 1955, and his son would be 25 years old in 1980. That's well within the range needed for great-granddaughter Nataliya to be born within 1986, the year of the Chernobyl disaster
  • Why were they at Chernobyl? In true comic book fashion, I assume that Pavel Cherenkov's grandson continued the family tradition of nuclear physics and was one of the people who worked there. Because this is a comic book and also featuring Russians (more on that in a moment, I promise), it seems apropos that her father died while trying to SCRAM the runaway reactor. 
  • OK, Russians. Keep in mind that in 1986, Ukraine was part of the Soviet Union and therefore under the control of Moscow. The reason why Kiev is now Kyiv is because the former name is the Russian pronunciation and the latter is Ukrainian. Until the fall of the USSR in the 1990s, Russian was the national language of Ukraine, and many Russian people lived and worked there. In fact, a Ukrainian-born friend of mine who was there at the time says that she was culturally Russian. Schools were all Russian, with Ukrainian language and literature taught as separate subjects. I'm not making any claims regarding sovereignty, I'm merely stating that's how it was then. 
  • In honor of my friend, I'm declaring that Nataliya's mother is ethnically Jewish and emigrated to America in 1987, the same year my friend did. This puts Nataliya right where she needs to be for City of Heroes, and she can attend the very advanced Paragon City University. 
  • I created Cherenkova in 2005. 2005 - 1986 = 19. Yes, this means she was a child prodigy. So was Reed Richards, aka Mr. Fantastic. 
  • The Rikti War happened in 2002; she'd be 15 or 16 at the time. She wasn't old enough to fight in it, but old enough to be affected by it. It's a good reason to become a hero. 
  • City of Heroes shut down in 2012. I guess that means she's perpetually 26, which is a fine age for superheroing. She'd be 36 today, which is practically old age for heroes, but RDJ taught us that Iron Man can be smart and tough and cool well into middle age, so I'm fine with that. She's only going to get smarter as she ages by collecting more PhDs. 

Her Powers
Nataliya Cherenkova is basically a living control rod: she can safely absorb large amounts of ionizing radiation, aka "radioactivity". In much the same way that heat always flows into cold areas first due to thermodynamics, ionizing radiation always flows into her. If you're at ground zero of a nuclear accident, the best place to be is within 10 feet of her (preferably with her between you and the radiation). 

What's more, she metabolizes that radiation. It nourishes her and kicks her metabolism into high gear. She's a bit like a lizard in that the "hotter" she gets, the stronger and faster and smarter she is. This is why she was a child prodigy; the radiation she absorbed from Chernobyl kickstarted her development. 

As a result of this odd metabolism, Cherenkova emits a rare, specific wavelength of non-ionizing electromagnetic radiation that invigorates the cells of living things. Skin heals and bones knit at an accelerated pace, and damaged genes repair themselves via an interaction with DNA polymerase that even Nataliya doesn't fully understand. 

This would be amazing just by itself, but Nataliya went one step further by designing a suit that would feed her radiation at a constant rate. This not only keeps her "charged up" but also allows her, through electromagnetic lensing, to emit and focus that energy in various ways. In addition to flight via graviton emission, she can also sap the strength of her opponents by giving them temporary radiation poisoning. As mentioned above, she is very conscientious about the potential lethality of her powers, and takes great pains not to permanent injure, let alone kill, anyone with them. She absolutely, positively, does not want to be known as "that hero giving cancer to people", and so she is quite free with her healing radiation when the battle is done. 

However, she is quite formidable. If necessary, Cherenkova can emit concentrated beams of energy that pierce even the toughest armor, and she can create small-scale electro-magnetic pulses which will fry even hardened electronics. 

Her Suit
When I first made Cherenkova, I wanted the aesthetic of "charming yet chunky Soviet design", reminiscent of the old Rocket Red Brigade (interestingly enough, also created in 1987).




In that regard, I think I succeeded marvelously:

However, there's a problem, and you might see it: despite being Ukrainian by birth, she's not wearing the colors of Ukraine. I wanted to fix that, and at the same time I felt she needed an armor upgrade. After all, that suit design is 17 years old. 

First, let me tell you that it is damn hard to make a costume using just canary yellow and bright blue. I'm sure it can be done, but I couldn't make this one work. So I decided that I'd go with red, white and blue (the flag colors of Cherenkova's adopted country, the USA) and blue and yellow (the flag colors of Ukraine). It's not perfect, but I like it, and that's what is important. 


Speaking of importance, I'm pleased I was able to keep some chunky aesthetic in the design. Since most of her powers emit out of her hands I just assume that the focusing apparatuses are in her gauntlets. 

Her Life
Nataliya is always defending the city, even when she's not out fighting crime. She can charitably be described as an overachieving, type-A workaholic, and so thanks to her powers she maintains a work schedule that would kill a normal woman:
  • She has admitting privileges at all hospitals within Paragon City. While she doesn't specifically work at any of them (although most would cheerfully kill to have her on staff), she regularly drops by to lend a hand. She starts with the emergency room, ICU and NICU, then goes up to the children's ward and oncology. If she has time, she visits the newborns in the maternity ward to relax. 
  • She is credentialed to teach at Paragon City U. She typically only teaches one class a semester, and that class is extremely advanced and competition for a slot is bordering on cutthroat. The topic varies, but it's always so lofty that you'll need an oxygen mask to reach its levels, and passing it looks amazing on any resume. To be fair, her long-suffering TAs do most of the work (she's there to teach, not grade papers) but just being her assistant is worth credits towards your PhD. 
  • When she's not doing all that, she's working at the Terra Volta reactor: monitoring its systems, upgrading its hardware, and (of course) defending it against attacks by Sky Raiders, Freakshow and Rikti. If she can be said to have a home, it's here: they keep a small bedroom for her, and she's on-call for them 24/7. In return, they let her use their machine and electronics shops for free so she can repair and upgrade her suit. 
Slava Ukraini, and slava Cherenkova. 


Monday, December 13, 2021

Kaffeine Kate

Katherine Saunders was a barista at Starbucks while studying to be a doctor at Paragon City University (endocrinology, if you must know). As the course load became heavier she started drinking more coffee in order to stay awake longer, cramming for tests and writing term papers. Eventually, she drank so much caffeine that her minor mutant power, the ability to process stimulants more efficiently than other humans, kicked into high gear and mutated further. 

Her metabolism now permanently overcharged, Kate exists in a perpetual state of caffeine overload. She jogs at 60 mph, and when really wants to go fast she can outrun anything that isn't jet-propelled. Her nervous system is also a powerful superconductor, able to discharge powerful bolts of bio-electricity she calls "Java Jolts" that will fry non-EMP resistant electronics and turn most enemies into twitching, drooling lumps. 

Although her boots and gloves are made of a special material that grips surfaces tightly without restricting her mobility, the rest of her costume is little more than a runner's spandex unitard because heat buildup, flexibility, and above all chafing is a concern for her. She doesn't worry about road rash because in addition to heightened speed and reflexes, she can manipulate the levels of caffeine and blood sugar in others. Essentially a "caffeine vampire", she can take energy from others to supercharge herself (including her healing factor) and induce speed or lethargy to others as needed.


She wears a ruggedized microphone and speaker on her face because shenormallytalkislikethiswhichsoundslikeataperunningatfastforwardwithoutanybreaksbetweenwords and most people can't understand that, so the mic catches what she says, records it, slows is down to a rate that people can understand, and plays it back for them. This entire process is incredibly boring for Kate, and so she is constantly fidgeting, moving, and doing things while waiting for people to catch up to her. She's become somewhat of a favorite among the ADHD crowd for this and does a lot of advocacy work for related charities. The Kaffeine Kate-brand fidget spinners are quite popular.

Now a paid spokeshero for Starbucks Corporation (LookIgottaeatandsuperheroingdoesn'tpaythebillsandlookatmedoyouthinkIcouldworkaregularjobImeanreally), Kate spends her time between promotional and charity appearances doing heroic deeds and delivering hope, inspiration, and a much-needed caffeine boost to all the overworked heroes of Paragon City. 

Does she even sleep? No one knows.

Kaffeine Kate: a Kinetics/Electric Blast defender



Thursday, September 30, 2021

My Toons, Let Me Show You Them: Palette

Wow, I can't believe I've never talked about my first level 50 on City of Heroes, my namesake Palette. 


She wasn't my first character, but she was the first character I played as me, i.e. she was the character I made when I gave myself permission to explore the possibility that I was transgender. "I'll make and play a girl character," I told myself, "and see how long it takes for someone to accuse me of being a guy."

That never happened, of course, and that's how I'm here today. It just seemed fitting, then, that I honor her by taking part of her name as my own for my new life. 

I am really, really pleased with how this came out. 

Her biography is a lot more simple than some of my other characters, partly because I created her when there was a much shorter word count allowed and partly because I was still learning to write well. Still, I think I captured the spirit of the Mighty Marvel Capsule History:
A bohemian artist of the surrealist style, Sarah McLughan was accidentally sucked into one of her own painted landscapes. She soon realized that her paintings were, in fact, mental gateways to other dimensions, though she isn't sure if she creates a new world each time she paints, or if her paintings come from clairvoyant visions. She now uses her connection to the realms of chaos to disorient criminals by scrambling their senses with synesthesia.

Oh, and her art? A critic once described it as "A cross between Dali and Escher, on an acid trip." Sales are good. 
If you know me and you know my taste in fiction, you can instantly see an homage to the Chronicles of Amber and their use of tarot-esque cards to travel between dimensions. This doesn't mean that Palette was specifically an Amberite... but I wasn't ruling it out, either. I wanted to keep things open-ended. 

Later on, my character discovered the Shadow Shard, a land of illusion, and I thought "Hey, maybe Palette's from there." Then the game introduced Praetorian content, and I liked the highly magical vibe of Night Ward, and... well, you get the idea. I went through a bunch of origins for her, and none of them felt especially right... or especially wrong, either. 

At this point, I enjoy and embrace the ambiguity. It seems fitting, and it mirrored my quest to get her costume right. Not "just right", but merely "right". Oh, my original concepts were horrible. No, I don't have them saved, they were that bad. I was trying to make her costume represent synesthesia, and that just didn't work out at all. Eventually I just went with pink and purple, because 1) pink and purple and Palette are all p words, and 2) the colors matched that of her powers (this was long before the game allowed us to customize the colors of our powers). 

https://medium.com/@katelynn30till/memory-and-synesthesia-82e0c841599a

For those curious, her main powerset is Illusion Control, which is explained in the game as "You can manipulate light and sound to manifest all sorts of Illusions, aiding your allies as well as deceiving your foes," but I always imagined her powers as "Synesthesia, but cranked up to 11."  

With regular synesthesia, your senses are cross-connected, such that numbers have colors or sounds have tastes. This is a quirky bit of neurology, but to my knowledge people with synesthesia don't suffer from it. 

BUT! Imagine if it were to come upon you unawares, strong and sudden, while you were trying to do something highly stressful like, I dunno, rob a bank or something. Suddenly the sound of the bank alarm is generating flashes of light which obstruct your vision, and the tastes of all the differently-colored numbers turns your stomach, and the screams of the bank tellers makes your skin feel like it's on fire. I imagine it would be terribly disorienting and painful to have your senses amplified and cross-connected in a manner which you couldn't process. You'd probably fall down and curl into a twitching ball. 

That's why I made her an illusion controller, and that's why I named her Palette: because of the palette of colors, sounds, and sensations she had at her disposal. She's a strange hero, and quirky in the fine tradition of B-class heroes (more quirky than The Question, less quirky than Ambush Bug) and I like her just the way she is. 


Friday, September 10, 2021

Flash-Over

Ever wonder why the name Spider-Man is hyphenated and Superman isn't? Me too, all the time. I have no idea why other than it just looks right when hyphenated and wrong otherwise, although perhaps that's because I've only ever seen it as Spider-Man and not Spiderman or Spider Man. 

As an aside, I am now obligated to post this:


So in a similar way, I feel like Flash-Over just plain looks better as a superhero name than does Flashover, even though the latter is the proper spelling of the thermal event wherein most of the directly exposed combustible material in an enclosed area simultaneously ignites due to a significant heat increase. 

Yes, I was watching a lot CSI: Crime Scene Investigation when I first made this character back in 2004. Sue me. 
Yes, she's wearing heels. She flies, so it doesn't matter how impractical they are. 
Rebekah Koenig was a scientist studying tissue and DNA samples of flame-based heroes in the hopes of understanding their biology. One night, a gang of Hellions attacked the lab, seeking to increase their flame powers with Rebekah's discoveries. They assaulted and poured chemicals over her, then callously set her on fire. Little did they know that previously that night, Rebekah had managed to isolate the "flame gene" and had replaced a hero's DNA with her own! The solution bonded to her, and while she was engulfed in flames, she was not harmed. Pity the same couldn't be said for the Hellions...

Rebekah the meek researcher is no more. Now a thrill-seeker, hot-tempered and vengeful, she has left the secluded life of research behind her. Taking her name from the event that transformed her, she now brings cleansing fire to the streets of Paragon City. In her Secret ID, she now works as an arson investigator and volunteer firefighter.

Flashie is my first blaster, and she is all fire, all the time (Fire Blast/ Fire Manipulation/ Flame Mastery). Fire draws an impressive amount of aggro with its area of effect attacks, making it one of the most dangerous power sets to the character. She compensates for this by being a cackling whirlwind of mad destruction, and fights are over very VERY quickly. She's completely nuts to play and the destruction she wreaks is quite cathartic.  

I absolutely love her costume. It's simple, it's straightforward, it's badass like a hot rod and it wouldn't look out of place in any comic book from the 1960s to today. 

In case you're wondering, the doohickeys on her arms and shoulders are thermal regulators. You don't want someone with a fiery temper and fire powers to literally set things on fire just because she's having a bad day, so they act as a heat sink to give her brain time to override her reactions. They also help control and direct her flames the way she wants, because otherwise she'd just be emitting plasma unidirectionally like the sun. She has smaller units for when she's in her secret ID (less need for magnetic direction means a smaller profile). They attach to her using rare-earth magnets and are controlled through a hardwired neural interface beneath her skin that links to her brain at the base of her skull. 

If any part of that doesn't make sense, just understand it's comic-book super-science and leave it at that. 

Thursday, June 10, 2021

My Toons, Let Me Show You Them: Suffolk Punch

 It's been a long time since I last talked about City of Heroes. Now that the "renegade" servers are public and are (apparently, hopefully) in no danger of being shut down, and now that I've gotten back into playing CoH in my copious free time [/sarc], I figured I'd share some more of my character creations with you dear readers. 

I'm going to start off with something that is so very, very me: a character that is essentially one big My Little Pony: Friendship is Magic reference. 



This is the Mysterious Mare Do Well from the episode of the same name. The costume is very much of two-fisted (two-hooved?) pulp style of The Shadow, and I was curious if the versatile CoH character creator could do a credible anthropomorphization thereof. 

The answer is "Yes, and quite a good one too."


You could say that the resemblance is downright... re-mare-kable. 

But just having an MMDW tribute toon wasn't enough, because I wanted an explanation for why she was human, and I wanted a good punny name, and I wanted a pony reference without just straight-up copying the character. So I named this character Suffolk Punch. 

The Suffolk Horse, also historically known as the Suffolk Punch or Suffolk Sorrel, is an English breed of draught horse. The first part of the name is from the county of Suffolk in East Anglia, and the word "Punch" is an old English word for a short stout person. It is a heavy draught horse which is always chestnut in colour, traditionally spelled "chesnut". Suffolk Punches are known as good doers, and tend to have energetic gaits. -- Wikipedia

Since Mare Do Well got her physique from Applejack, I knew I wanted a punchy-kicky type of character, so I picked "Street Justice" as a primary and let me tell you, she kicks like a horse. (Heyooo!) I chose Super Reflexes as her secondary because it was the closest representation to Pinkie Sense that I could find (plus the power icons for SR are pink, so it fits). I also made her a Brute, for reasons I'm not entirely clear on; I just feel like it better captures the character, both as the embodiment of Applejack's physique and as a two-fisted pulp brawler. 

 So using AJ as a base and an English name, you can guess where this is going. Here's her in-game bio:

(Translated from the thickest, most incomprehensible English country accent ever heard):
Nae, it's na Suffolk, it's SUCKER! Sucker Punch! Look, Oi lives on a farm wiv me Granny Kidney, me big bruvver Falcon and me li'l sister Rabbit. Wha koinda punch issa Suffolk? It makes nae bleedin' sense!
Ye've already entered th' name in th' registry? Well bleedin' CHANGE  IT, then! 
What d'ye mean "Oi can't change it?" 
Bloody bureaucrats. Foine. I'll be "Suffolk" Punch, then, an' Oi'll Suf-folk yer roight up if yeh cross me agi'n.  


I regret nothing!


Monday, September 26, 2011

Super-Fashion: The Birds of Paradise, part 1

The Birds of Paradise are a super-team, much like the Justice League or the Global Guardians. Their unifying theme is that they all come from Caribbean nations, and all have some sort of bird motif going on.

This team is too large to be covered in a single post, so I'm splitting it.

Dr. Hummingbird
Jamaica 

Shakira Martin was just a mild-mannered pre-med student when, while hiking through the Jamaican cloud forest, she was horribly injured when she walked off of a cliff.

As she lay dying, a Red-billed Streamertail, aka the Doctor Bird, came to her aid. Unable to heal her wounds, this bird -- whom the locals believe is a reincarnation of dead souls -- absorbed Shakira's soul and merged it with its own. In that moment, Dr. Hummingbird was born, a mystical fusion of bird and woman.

In addition to super-fast flight, Dr. Hummingbird can diagnose illness with just a glance; heal most wounds and diseases with but a touch; and see, speak to, and command spirits of the dead.


    Scarlet Ibis
    Trinidad & Tobago



    Gabrielle Walcott appears to be an ordinary woman, but she is not. Born under a blood-red moon to parents of  Egyptian ancestry, she is actually a vessel for Thoth, the ancient god of wisdom and the moon.

    She is a sorceress, though most of her spells revolve around divination and revelation, as well as a telepath of the highest order. She can shapeshift into a scarlet ibis, or assume a half-woman/half-bird form (seen above.) In either form, she can fly and swim at amazing speeds. She can also assume the form of a super-strong baboon (of scarlet hue), though she is reluctant to reveal this ability, as it is her "ace in the hole".

    The Scarlet Ibis is a sworn enemy of Set, and many supervillains with snake or voodoo powers are unwittingly in service to him.


    Two-Can
    Curacao



    Eva Van Putten is a genius-level scientist, engineer, and inventor, as well an amateur ornithologist who longed to fly with the birds she so admired. Researching the properties of minerals, she was able to synthesize a form of sapphire which produced an effect related to piezoelectricity: when put under pressure, the crystalline structure generates thrust according to the Biefeld–Brown effect. Modeling herself after the Blue Toucan, she uses her technological expertise, as well as ionicly-powered flight/super-strength/force fields/energy blasts to soar with the birds and fight crime.

    What is most interesting about Two-Can is her ability to appear in two places at once. Most people believe this is achieved with some form of teleportation, but some theorize that she has developed the ability to create an energy duplicate of herself, or perhaps bi-locate using a heretofore unknown loophole of physics.

    What these people do not realize is that she has a twin sister, Anna, who is using the spare Two-Can suit that Eva created. They take great pains to hide the fact that there are two sisters in two suits. (In fact, the press thinks her name is Toucan, not Two-Can.)

    Wednesday, September 14, 2011

    Super-Fashion Week: Miss USA

    Let's start close to home with Miss USA, Alyssa Campanella. Or, as she is called on Earth-P --

    ENSIGN GLORY
    Click to embiggen... if you dare.

    A newly commissioned officer in the United States Navy, ENS Campanella was a Signals Intelligence officer who was part of a team tasked with creating a new, undetectable method of sensing and communicating. Their efforts were only partly successful, however, for while they were able to modulate streams of light in a unique kinetic pattern, the effects were both bright and loud. The project, code-named GLORY, was soon cancelled, with the team reassigned and the only working part -- a multi-spectrum kinetic LIDAR rectenna -- was put into deep storage.

    Years passed, and soon Project GLORY had been forgotten -- except by Campanella. Now a lieutenant, she continued to work on the project in her spare time, refining it in an attempt to make it feasible. She felt that her career in the Navy had been stifled by the failure of the project, and saw this as a chance at redemption.

    She had her chance one night when the USS Constitution, performing its annual "turnaround cruise," was caught in a violent squall and threatened to be lost at sea with all hands -- including the civilian ride-alongs. The Navy and Coast Guard had been dispatched, but it was feared that they would not arrive in time to save America's oldest commissioned warship.




    Realizing what had to be done, Campanella raced to the storage locker where the GLORY rectenna was kept, and combined it with the modifications she had made over the years while throwing together a hasty costume to disguise her identity. With some difficulty, she was able to fly out into the storm and render enough aid that by the time relief vessels arrived, neither the ship nor the crew was lost.

    The opto-kinetic energy projected by the GLORY rectenna is amazingly bright. When it flies, it leaves streaks across the sky, and its energy can be focused to produce loud concussive blasts. (Think Jubilee's powers, only useful instead of sucky.) Given this and the circumstances of her origin, it is to be expected that Campanella modified the rectenna to resemble an American flag and her costume to look like a  Revolutionary War-era  U.S. Navy officer's uniform. She took the name "Ensign Glory" as an elaborate double-pun.

    When asked why she dressed like that, Ensign Glory replied "You think I'd cover up legs like this? Besides, I'm putting the navel in Naval."


    The oversize hat contains avionics.

    Tuesday, September 13, 2011

    Super-Fashion Week Begins!

    As those who follow me on Facebook, Google+, and Twitter already know, I am a big fan of watching beauty pageants so that I can applaud and/or mock (usually mock) the costumes. There's something about the big multinational contests that really brings out the opulent and absurd elements of costume fashion, such that whenever I watch Miss Universe or Miss World, I like to play a little game I call "Superhero, showgirl, slut." You can probably guess what the rules are for that game.

    Since it just so happens that it's Fashion Week up in New York, and Miss Universe was on last night, I figured I'd take some of the more interesting costumes and give them superhero writeups. The rules are pretty simple:
    1. Their costume has to look like something. It can't just be a nationally-appropriate piece of clothing. Sorry, Miss Greece. Your toga looks fantastic but it doesn't specifically shout "super-powers." 
    2. Their costume must look like it could conceivably be worn in a super-battle. Therefore, floor-length gowns are out. Sorry, Miss Mexico. You'd be a one-appearance villainess at most.
    3. Their shoes get a pass because a) these are women in a contest so they're all wearing heels, and b) superheroines have been wearing impractical footwear since forever. Running in stilettoes is just one of their powers. Good news, Miss Guatemala, you're in.
    4. Their costumed identities need to come from/ represent the host country, because that'd be cheating otherwise. This gives us the fun ability to make Cultural Stereotype Heroes a la the Global Guardians.
    5. Extraneous bits like feathers may be interpreted as special effects for superpowers, because you can't get a lot of mileage out of "Tickle Lass." (Well, you could, but that would be an entirely different genre...)
    The fashion show begins in the next post!

    Saturday, June 4, 2011

    Alys Kaah 2: Electric Boogaloo

    Von said:
    Thank you for pushing beyond merely "unusual build" and into "genuinely bizarre character"; there's hope for us all yet.

    Don't let my wacky characterization fool you; deep inside me beats the heart of a gamer who knows how to abuse the system. I'm not quite so bad as to min-max and I don't think I'm a powergamer, but when I make characters I pick a schtick or a role and build them to be very, very good at it. With Alys it's the role of "mounted cavalry that charges a lot," and her design allows me several stupid-powerful abilities. Allow me to demonstrate.

    It all started back when I was making cavalier feats, and had a nifty idea for an Order based upon summoners who ride their eidolons into battle. Since an eidolon at 1st level is size medium, and gnomes are size small, and the Mount evolution (which lets summoners ride their eidolons into combat) is available at 1st level, it seemed a nifty way to get around certain restrictions.


    Being a small character is a tradeoff: you get bonuses to Dexterity and Armor Class, but penalties to Strength and are easier to knock off your feet, and you don't move as fast as medium-size characters. But riding on an eidolon with a base speed of 40' doubles your speed, and allows you to keep up with your larger-sized comrades. It also makes you nearly impossible to grapple, as you're riding a ferocious beast who will take exception to that. It also eliminates the problems of being weighed down with gear, since your mount is stronger than you and, being either a quadruped or serpentine, can carry a lot more than a biped.

    So basically, that's all the benefits of being small, with the only drawback being decreased damage -- and with the right evolutions (such as improved damage) your eidolon can more than make up for it. But wait, there's more.

    Since Alys' eidolon is medium-sized, he takes up the same tactical space as a human. Which means that she can ride him anywhere a human can go. Yes, the big drawback to the mounted cavalry, that they're only good outdoors, is totally eliminated. Which means that Alys can use her lance all the time, and as long as there's enough room, she can charge and deal double damage.

    But wait, there's more! By picking the right feats (ride-by attack & spirited charge ) and the right evolutions (improved damage, pounce) she has the ability to charge, do triple damage, have her eidolon do a full claw/claw/bite routine, and then continue on for the rest of her movement, taking her out of the path of danger and setting her up for another attack run.

    Oh, and if Mister Boodles takes damage? Alys has a couple options. With the Mounted Combat feat, she can make a Ride skill check to avoid the hit entirely (and wow, is her Ride skill cranked up). Failing that, she can either utilize the 1st level Summoner ability of Life Link to sacrifice any number of her own hit points to prevent that damage being taken to Mr B. Thirdly, as a spellcaster, she has access to spells which heal her eidolon.

    Now, of course, Mr B has wings, can fly at 60' with good manueverability and has the Wingover feat, so now he's even more mobile, and Alys' lance, Tsundere, is a +1 Flaming Frost weapon.

    I actually feel slightly ashamed having written all of this out. Let me say this in my defense:
    • I never intended to exploit the rules, I just thought the idea of a gnome riding a magical construct like a knight would be funny. 
    • I didn't think I'd be able to get away with half this stuff. Of course, when I found out I could, it's not like I stopped...
    • When I joined this campaign I was 4th level and everyone else was around 9th, so I had a LOT of catching up to do so I could actually contribute to the team instead of being a gold and XP leech. 
    • The really nifty combos didn't kick in around levels 6 or 7. She's currently level 9. 
    • The half-orc barbarian STILL manages to out-damage me most of the time.
    But yeah. Summoners are tons of fun, because you basically get to play two characters for the price of one. I rather short-circuited by that having Mister Boodles be a mount instead of an independent source of damage, but that just allowed me to make a "Master Blaster" type of character.

    She's a crazy character, yes, but crazy strong. I can't wait until we go after the dragon at the end of the campaign. I've already had a double saddle made, so her bard can "ride bitch" and provide her with musical accompaniment and spell support.

    Forget Ride of the Valkyries. Bring on Ride of the Gnomish Airborne Owlbear Cavalry.

    Friday, June 3, 2011

    Alys Kaah

    (A biography of my player character in Shaddakim's Southern Reaches game)


    History
    Alys, the Jagirdar Kaah, gnomish summoner/cavalier,would have you believe that she is a fierce warlord of the Fey Court and an ambassador of their land to these distant shores.

    Don't you believe a word of it.

    This much is true: she is the daughter of a noble house from faraway lands, but those lands are not of the Fey Court, and while her family has a good reputation and some land, they are only barely nobility and mostly ceremonial at that. Her mother is a sage of the court and her father runs the stables; they are, in fact, quite responsible members of the community.  Or, as Alys would put it, "Boring."

    Her alignment could best be described as "Chaotic Shiny." She is impulsive and selfish in an ADHD sort of way -- not necessarily evil or cruel, but desiring the maximum payoff for the minimum amount of work, because work is dull and gets in the way. Naturally, she gravitated towards danger the way a moth is drawn to the flame. 

    Perhaps madness skips generations, for it turns out that Alys was much closer in disposition and abilities to her late Great-Uncle Chom Skee than to her parents, possessing an inherent ability towards Summoning and what might be considered an unhealthy fascination towards owlbears. Her mother, seeing her child's inherent skill at magic and potential for a dangerously unhinged personality, sought to ingrain Alys with discipline at an early age by apprenticing her to a court wizard. Alys actively rebelled from the requisite study and practice, her only interest being in the books of magical beasts her mentor had lying about.

    It wasn't long before she was skipping lessons with a "borrowed" grimoire, trying to summon an owlbear of her very own. Perhaps fortunately, she managed to summon an owlbear-shaped eidolon which instantly bonded with her, instead of an actual owlbear which would have instantly eaten her. Calling her new best friend Mister Boodles, she declared herself a knight and began riding about upon his back, looking for trouble and/or adventure. 

    Alys' parents were skeptical at first, but upon realizing the bond she had with Mister Boodles, were relieved that there was at least someone in the world who was able to keep up with her and who could, if not protect her from harm, then at least help her get out of whatever trouble she had gotten them into.

    Since the path of a wizard had been a failure, and seeing as how Alys was running about the land styling herself a knight and challenging people to combat, her father used what few favors he had in the local court and had her trained as a cavalier. This she took to instantly, as it involved wearing cool armor and waving around sharp things and charging into danger. It was not long before Alys was at least a competent warrior with the sword and lance. Mister Boodles grew in martial proficiency alongside her, and soon became a combat-trained mount capable of rending and tearing with beak and claw.

    It was about this time that Alys' mother started making "why don't you marry one of these nice boys" noises, and so Alys ran away from home in search of... well, pretty much anything, as long as it wasn't boring. She soon joined up with a group of like-minded lunatics adventurers and has made quite a name for herself in the weeks since, mostly because she has paid a local bard large amounts of gold to tell amazing stories of her prowess (read: inflate her importance and make the other PCs sound like members of her entourage).

    Goals
    Her most recent scheme involves posing as a Jagirdar of the Fey Court, which her bard Thomin (also a gnome) says is the title given to a warlord who rules a parcel of land. She has found that the local Baron desires a larger, more stable barony, and has a son of approximately marriageable age. When the Baron asked what to call her, she said "I hope that in the future you can call me daughter." While this took the Baron somewhat aback, he has yet to nix the idea and has promised her a further discussion on this topic (presumably once he has his wits about him). At the very least, she has gained recognition of her own (fake) noble credentials within his court.

    Does she think she can get away with it? Probably. It seems a decent jape of which the Fey might approve. And if not, things will certainly become very interesting, very quickly.

    Why is she doing it? Not out of any desire to rule, or lust for power or wealth. She just wants to live in extreme luxury for the rest of her life without having had to work for it, while having all those boring, hard-working people kissing her ass. The Baron's son can rule; Alys' goal can be summed up as Triumph of the Lazy.

    Appearance
    Take Lini, the Pathfinder iconic gnome character...




















    ... and combine her with Nitrine from the webcomic Flaky Pastry.



    That's basically it.






    Her heraldic symbol is thus:

    Argent, an Owlbear displayed Tawny, armed Or. 
    If I knew who drew this I would happily give them credit.

    Yes, this is on her armor. Alys is a connoisseur of bad taste, and we haven't even gotten to the leopard-skin cloak with purple trim yet.

    As a point of interest, her Eidolon Mister Boodles actually looks more like this.

    Bitchin' art courtesy of Michael Merissi at Owlbear Re-concept

    He has wings because he can fly. Flying Gnomish Owlbear Cavalry, bitches!

    Personality
    For those who would like to know what it's like inside of Alys' mind (it's basically a collection of "boing" noises and explosions of color), you may read her account of an adventure here. An excerpt:
    So like, we decided to go somewhere, I forget exactly, some kinda old place with lots of stones and something crazy, I dunno. It sounded boring until they mentioned near-certain death and then I was like "Yeah baby!" So we went to the place, and everyone else was lame because their horses rode on the ground. Mr. Boodles flew above them proudly and was awesome.

    We were flying, and flying, and flying... and then I heard "Beg pardon, old chum, but might that be a Dyre Tyger lurking like a ruffian in the tall grass, waiting to thuggishly ambush our compatriots?" Mr. Boodles is always so formal.

    "Quite so," I said in his language, because that's a secret bond we share. "Let us go forth and roust the cad forthwith. Yoiks and away! Tally-ho!" and we were all zoooooooom! and charged the sucker. I gave it a good poking with my pokey-stick (Dame Yasha insists it's a lance... silly knight) and Mr. Boodles pounced on it! Bite! Claw! Claw!

    The other party members did some stuff too. 
    For the more boring version of what allegedly "really" happened, go here.

    In conclusion
    Alys is insane, yet terrifyingly effective in combat. She's the most amusing character I've ever played, and is probably my favorite. 

    Sunday, April 17, 2011

    The Strange and Storied History of Silence Do-Good, part 9: The End

    In the wake of her visit to the Senate (in what Chicago Tribune reporter Max Fairfield called "The Constitutional Clobbering"), Silence avoided politics* to concentrate on what she did best: Doing Good.

    *With one exception: She became the figurehead for repealing prohibition, not only because she felt it would reduce crime but also because, according to her father, "Beer is proof that God loves us and wants us to be happy." However, her duties in this vein were limited to appearing at various functions and giving interviews; at no time did she engage in any active campaigning or politicking.

    Without access to the government intelligence reports which had previously made her nearly omniscient, she was forced to take a different stance when it came to fighting crime. Her ability to act as role-model and figurehead was not lost upon her, and so she concentrated her efforts upon becoming the most effective symbol of justice and integrity possible. In this endeavor she was quite successful, and her popularity rose with her recognition. When she was not fighting crime, averting disasters, or rescuing people from harm (which she could do on a near-constant basis because as a construct she had no need for food or sleep), she was promoting patriotism, civic awareness, and the importance of selfless contribution to society.

    She soon became the All-American Golem Girl, and the people loved her. One could hardly go a week without seeing her face on a magazine (she was especially beloved by The Saturday Evening Post and LIFE, appearing on their covers at least once a month), hearing her interviewed on the radio, or seeing young girls emulate her. In cities across the country, she was granted ceremonial keys and honorary police officer status; elementary schools and libraries were named in her honor. She frequently appeared at military and patriotic functions (had the USO existed at the time she would surely have been involved), and her 4th of July appearances in Boston, Washington D.C., and other Revolutionary War locations were the stuff of legend.


    In 1934 she even threw out the first pitch of the New York Giants' home 
    opener. Needless to say, it made it across the plate.

    She was equally beloved by crime-fighters, who by this time had started organizing into groups that were part civic association, part fraternal order, and part neighborhood militia. Calling themselves "Silent Partnerships," they assembled to pool their resources and aid one another in taking down organized crime. In most of these organizations, Silence Do-Good was elected to an honorary position such as Sergeant-at-Arms or Chief Librarian. In this manner she became a constant but subtle reminder to "fight the good fight".

    The rest of the 1920s passed without significant historical alteration. The Great Depression still happened, albeit slightly earlier due to the economic downturn of the First World War; similarly early was the repeal of prohibition. The 1930s, however, saw a booming population of costumed characters on both sides of the law. Inspired by the actions of El Capo, many criminals adopted fantastic aliases and outlandish costumes. Not only did this grant instant recognition and help quell resistance during the commission of their vile deeds, but it also allowed them to move freely among the population in their secret identities. Some of the more popular villains of the time included:

    As this tide of villainy rose, so did the number of heroes who dedicated their lives to fighting it. The decade saw a change in heroes as well, as the original World War 1 veterans retired or died in the line of duty, and others --who had not been soldiers -- took their places. Some were stage magicians who used sleight of hand and the power of suggestion; others were scientists or mechanics who exploited the fringe ideas of the day to gain an upper hand. Gentleman adventurers and death-defiers replaced grizzled veterans; science and showmanship became the order of the day.

    Silence, however, did not change one whit. Stoic as ever, she stayed the course, the only change in her life being what she did in her off-time. When not fighting super-villains, she was using her knowledge of agriculture and earth-moving abilities to combat the devastation of the Dust Bowl (a super-catastrophe if ever there was one) or planting trees alongside the Civilian Conservation Corps


    When a reporter asked her which task she thought was more important, she answered "That is like asking which is more important, water or shelter, when you are in the desert. Clearly a man needs both. Do not think that because I fight crime I am just a crime-fighter. I am the defender of this nation, and will do whatever is necessary to protect its present and safeguard its future."

    Unfortunately, all of this changed in 1941.

    On December 7, Imperial Japan declared war on the United States by bombing Pearl Harbor. Silence, through her magical connection to American soil, instantly knew of the attack the moment the bombs began detonating, and immediately transited to ground zero of the disaster. While unable to aid the burning ships along Battleship Row -- they were in the water, after all -- she was able to do something about the bombs still falling on the naval base. Assuming her Golem Form, she began extinguishing fires, shifting rubble, and swatting bombs out of the sky with her gigantic stone hammer.

    Unfortunately, the Japanese were waiting for this exact event, because lingering high overhead was a dive bomber carrying an extraordinary payload. When it was reported that the American hero had arrived, this Aichi D3A began streaking towards it target: Silence Do-Good.

    It detonated as she was directing the fall of a water tower towards an out-of-control fire. The experimental weapon -- designed by Nazi science, and built by the Japanese -- was specifically designed to destroy golems. It emitted an intense, high-frequency vibration which temporarily liquefied Silence Do-Good's armored form and melted the Jewish word "Emet" which, inscribed upon her brow, animated her and gave her life.

    The magic disrupted, she dissolved into her component parts. A secondary charge obliterated them. Silence Do-Good, America's first super-hero, was dead.



    It was well-known at the time that Silence Do-Good's strength came from her country, and Japan felt that link could work both ways: by destroying the beloved figure, the tragedy would compound the major tactical defeat, and America would be both weakened and demoralized.

    They thought wrong. Americans were heartbroken at their loss, but also angered at her murder. As one people, they rose up to avenge her death. Costumed Crusaders enlisted alongside their civilian counterparts and were placed in elite, free-roving units as super-commandos. Their battle-cry of "Silent No More!" was heard on the battlefield as often as "Remember Pearl Harbor" and "Give 'em hell, boys!"

    Surprisingly, it was during the Second World War that other super-powered individuals began to emerge. It is thought that, as the magic which animated her drained away, Silence's last remaining wish -- to protect the United States -- was absorbed by the earth of Hawai'i and transmitted across American soil, imparting a portion of that magic to all who would stand up and defend their country.

    The first super-hero was dead, but the era of the super-human had begun.


    The character of Silence Do-Good is copyright Erin Palette 2011. All art in these sections is either public domain, or machinima from the City of Heroes MMO. I do not claim any ownership of art.

    This work is licensed under a Creative Commons Attribution- Noncommercial- No Derivative Works 3.0 License.
    Creative Commons License

    Wednesday, April 6, 2011

    WNW: Silent Shadow of the Bat-Man

    Continuing this apparently never-ending superhero theme (the Silence Saga will come to a close soon, I swear), here is a look at what Batman might have been if he had appeared in the 1920s rather than the 1930s.  Considering that the presence of Silence Do-Good in what I am now calling "Poor Richard's Universe" started the costumed crime-fighter craze a decade early, this might well have been one of the popular movies of the time.




    Tuesday, April 5, 2011

    The Strange and Storied History of Silence Do-Good, part 8: The Golden Age

    The 1920s were a Golden Age of heroism. Nicknamed "do-gooders" by the police because of the federal statute which authorized them, costumed crusaders became a fad of the day alongside flappers, flagpole-sitting, and hair bobbing.

    The term was originally one of disdain and amusement (c.f. poseur), as many socialites found it fashionable to dabble in vigilantism, though for most their actions amounted to little more than dressing up outlandishly and performing highly-visible "patrols" (walking or driving slowly through town) or "steak-outs," where they would eat expensive dinners at outdoor tables while ostensibly keeping watch on frequently non-existent criminal enterprises across the street.


    Ironically enough, there was a good chance of there actually being a speakeasy across the street. Sometimes the do-gooders were ignorant of this, but just as likely they knew about it and chose to do nothing. They were frequently used as lookouts and signposts ("Turn left at the dame in fuchsia") and in at least one instance they helped the patrons escape a police raid by having conveniently raided it themselves just moments prior.

    Despite all this, however, there were crime-fighters who legitimately followed in the footsteps of Silence Do-Good. Although they were mostly men and former soldiers, more than a few women also took up her mantle. The more notable crime-fighters of the time were:
    • the Quiet Men (Chicago)  (later immortalized in a 1925 poem by T.S. Eliot)
    • the Lamplighter (New York City)
    • Goldengate (San Francisco)
    • the Chartreuse Chanteuse (Lost Angeles, specifically Hollywood)
    • Sweet Georgia Brawn* (Atlanta)
    • Gateway Archer  (St. Louis)
    • the Philly Filly (Philadelphia)
    It is a point of historical interest that what we could call the first super-villain first appeared in 1925: El Capo. Italian for "The Boss," El Capo inherited the Chicago Mob after Johnny Torrio, and he turned it into the first-class criminal empire known as The Outfit. So successful was he that even the actions of local do-gooders and costumed crusaders were not sufficient to thwart him, and so in 1929 the U.S. Government fielded its first Federally-mandated crime-fighting task force. Known as The Gangbusters, they were of the highest moral fiber and incorruptible. Their leader, Prohibitor, fought El Capo for years until his capture and conviction in the 1930s.


    But where was Silence Do-Good during this time? Sadly, she had become ensnared in politics, beginning with a nearly immediate arrest by Federal Marshals after her interview with Max Fairfield was published. The charges were treason and dereliction of duty.

    Perhaps "arrest" is an overstatement. While it is true that Marshals from the Chicago field office -- nearly the entire staff, in fact -- converged on the public library, where Silence was quietly reading, they did not accost her. To a man, they all removed their hats in deference to her and, in hushed and reverential tones, one of them asked her "Miss Do-Good, would you be so kind as to come with us, please?" She nodded politely and rose, another agent helping her with her chair. The word "arrest" was never used; guns were never drawn and handcuffs never shown, let alone used against her. She was treated as an honored guest, not a prisoner, riding in the passenger seat of a Marshal's car all the way back to Washington, D.C. and never once seeing the inside of any holding cell.

    Part of this was purely practical. It was plain for all to see that shackles and bars wouldn't contain her, and she could leave any time she wanted, so manners held her more tightly than any restraints. But practicality could not account for the sheer deference she was shown, from the lowliest agent up to J. Edgar Hoover himself. As one man put it, "It was as if the Statue of Liberty herself had stepped down from her pedestal to walk among us. No proper man could fail to tip his hat and call her ma'am. I would sooner arrest my own sainted grandmother than put shackles on a living symbol of liberty like Miss Do-Good."

    She was to be tried in Federal court, but that strategy fell apart the moment charges were filed. Silence knew American law -- indeed, she had been present for most of its creation -- and ran rings around the prosecutor. She could not be charged with dereliction of duty because she had never been properly employed by the Justice Department; she could not be charged with treason because she had never waged war upon the United States nor given aid and comfort to its enemies. The case was brought before the highest court in the land, but the Supreme Court refused to touch it; there was no basis for trial.



    The government, intent on exerting its will and proving that it could force Silence to obey them, found themselves stymied. Eventually, they were able to subpoena her to appear before the Senate and compel her to explain how she could justify her actions.


    "The Thirteenth Amendment," she declared, and left. No one dared stop her. That she was a person, free to do as she pleased within the confines of the law and not an object to be owned and controlled, had become blindingly self-evident with only those three words.

    The "Do-Good Statute" was passed with only token opposition shortly afterwards.


    Next: The End

    *The name "Sweet Georgia Brawn" was created by Troy Hickman and is used with permission.


    The character of Silence Do-Good is copyright Erin Palette 2011. All art in these sections is either public domain, or machinima from the City of Heroes MMO. I do not claim any ownership of art.



    This work is licensed under a Creative Commons Attribution- Noncommercial- No Derivative Works 3.0 License.
    Creative Commons License

    The Fine Print


    This work is licensed under a Creative Commons Attribution- Noncommercial- No Derivative Works 3.0 License.

    Creative Commons License


    Erin Palette is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to amazon.com.